Shader "Mobile/Diffuse Color" {
Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _Color("Color",Color)=(0.5,0.5,0.5,1.0)
}
SubShader {
    Tags { "RenderType"="Opaque" }
 
    LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd finalcolor:myColor
sampler2D _MainTex;
struct Input {
    float2 uv_MainTex;
 
};
 
      fixed4 _Color;
      void myColor (Input IN, SurfaceOutput o, inout fixed4 color)
      {
          color *= _Color;
      }
void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb;
    o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}